Rise from Erebus 1.30 Bug Thread

Minus means loss. As in, you lose x gold/turn.

The problem is that it's a double negative. It won't make sense to some people, even if it does make sense to others. It's not good English. Plus, there's no reason it can't be worded without a double negative. Easy enough to fix.

The text for that tag has been set up that way ever since Xienwolf added it. ;)

Keep in mind that almost all users of your mod play the publicly posted version.

Regardless, it's moot... the fact that none of the testers have caught a bug doesn't make it somehow okay.
 
In my current game I had some scouts retain the animal blood promotions after I upgraded them to Horsemen.
 
The problem is that it's a double negative.
I wouldn't have said so. "-2:gold:perturn in support cost" there's only one negative their, the minus sign. Gold is changed by negative 2 every turn, by the support cost. It's a bit odd the first time you see it, but I'd've said that when you build your first fort commander, and your income decreases by two, it should be pretty clear as to what a fort commander does.

In my current game I had some scouts retain the animal blood promotions after I upgraded them to Horsemen.

Not a glitch, just an advantage of promoting a unit through different combat types. Of course, in that very thread The Hamster says it might change in 1.4, so meh.
 
I wouldn't have said so. "-2:gold:perturn in support cost" there's only one negative their, the minus sign.
Support is a negative concept. Minus in support mean that you get gold.

Like I said, there's no reason not to fix this. You're arguing semantics, but the whole point of this bug is that it is in the eye of the beholder, meaning the very reason it's a bug is because of semantics.

Game text should be clear and unambiguous.

Not a glitch, just an advantage of promoting a unit through different combat types.
Then the game text is buggy. The promotion should say it's permitted on Mounted and Archery units, while the animal ability to cast the Blood should remain as it is, saying it only works on Recon units.
 
For once I have to agree with Wodan, "-2 :gold: per turn in support cost" can be interpreted in two ways: "-2 :gold: per turn in the support cost category of your balance" or "-2 :gold: per turn. The income reduction is listed in the support cost category in your balance". While both are correct the second interpretation refers to a variable that isn't mentioned in the tooltip (your income) and for no reason makes a reference to a game mechanic (it doesn't really matter whether you pay 2 extra gold in support cost or in tribute to a non-existent faction) so anyone who doesn't read the forums would assume that the first, more intuitive interpretation is the correct one.
 
Then the game text is buggy. The promotion should say it's permitted on Mounted and Archery units, while the animal ability to cast the Blood should remain as it is, saying it only works on Recon units.

I don't think any units lose promotions when they get upgraded to a different type.
 
I don't think any units lose promotions when they get upgraded to a different type.

Units keep their promotions, regardless if they later change their unitcombat.

This is the default behavior and it has been that way since Vanilla civ 4.

There are certain promotions that are lost once requirements like unitcombat are not met anymore, but on those promotions it is explicitly stated that it is so.


On the other matter, that of the support cost description, I agree that the wording is not optimal and should probably be reworded.
 
Wodan, it's not 'testers'; the tag has been worded that way since xienwolf added it for FF. Years ago. Yes wording can be changed, but this is the first misunderstanding I've seen reported; likely because while both interpretations can be backed up linguistically, only one works mechanically. As in, first time it's used you know better. ;)

On the promotion... Hell no, it should NOT show as allowed, as the only way to gain it is via upgrade. It cannot be acquired normally; promotions are simply not removed when upgraded, for the most part.
 
The Pioneer ability "Found Settlement" doesn't. It should be called "Found Castle".

It should be called something else anyway because there are two "Found Settlement" abilities, which do different things, so they shouldn't be named the same thing.

Also, the Pioneer civilopedia links to the Austrin "Found Settlement" so it's linked to the wrong one.
 
Wodan, it's not 'testers'; the tag has been worded that way since xienwolf added it for FF. Years ago. Yes wording can be changed, but this is the first misunderstanding I've seen reported; likely because while both interpretations can be backed up linguistically, only one works mechanically. As in, first time it's used you know better. ;)

Thanks for the info but again, "nobody's said anything till now" is a horrible reason for doing or not doing something. You haven't disagreed that it's poor wording.

Or, even, "it's not worth my while." That's fine too. ;)
 
Wodan, it's not 'testers'; the tag has been worded that way since xienwolf added it for FF. Years ago. Yes wording can be changed, but this is the first misunderstanding I've seen reported; likely because while both interpretations can be backed up linguistically, only one works mechanically. As in, first time it's used you know better. ;)

(I assumed Wodan meant that as an metaphor, a bad wording isn't any more a good wording because nobody pointed it out before than a bug is not a bug just because the testers didn't find it during beta testing. Anyway, it doesn't really matter.)

I would have pointed it out earlier but I tend to ignore minor issues like that - I'm just too used to Total War mods and their awful engine limitations.

Edit: lol Wodan ninja'd me by 13 minutes. That's what you get for not refreshing before you respond. ^^'
 
Ok well I'll point them out if I see any more, hopefully somebody's compiling a list. Easy enough to cut&paste into somewhere.

Thanks Valk
 
Hey guys, I was wondering if you guys can tell me what's going on with a game i'm playing. I'm playing as the Sheaim, Os-Gabella, the AC is at 92, the Avatar spawns with it's Ira, units go enraged, but then I click for the next turn and it does it's usual thing (Circling globe loading logo) and it just stays like that for the longest time. I've tried everything, lowering resolution, animation freeze, I even cheated a bit and went to gamebuilder and spawn a lot of units to kill the Avatar, JUST to see if the game will get going! But, nothing. Any ideas?
 
Hey guys, I was wondering if you guys can tell me what's going on with a game i'm playing. I'm playing as the Sheaim, Os-Gabella, the AC is at 92, the Avatar spawns with it's Ira, units go enraged, but then I click for the next turn and it does it's usual thing (Circling globe loading logo) and it just stays like that for the longest time. I've tried everything, lowering resolution, animation freeze, I even cheated a bit and went to gamebuilder and spawn a lot of units to kill the Avatar, JUST to see if the game will get going! But, nothing. Any ideas?

I've had this exact bug in a few of my latest games as well...If I had to guess it's probably a logic cycle for the ai where they can't figure out how do something with a unit and so never end their turn. I moved a hidden nationality unit going back to the turn before it happened, and when it was out of range of the svartalfar hidden nat unit's attack range ending my turn no longer caused a freeze. I'm not really sure there is much that can be done about this bug without a save, but if you want to make sure progress is made you can upload a save from the turn before that the RiFE team can look over.
 
Um, I believe I have the most recent revision, but the Worldbuilder for Promotions on Unit editing is blank.

How exactly can I fix that? Although, to be honest, I only use that to get rid of plagued when I get it from exploring with scouts. :)
Which reminds me, one of my scouts got the most awesome mutation and ended up with +105% strength from combat 1 + the mutation, sadly, it also got -1 Attack strength.
I guess hamster Orthus-slaying scouts are not in my future. :)
Then it got plagued. :(

Now I think I have it resting in my capital until it's either magically healed, or until I build that Runes of Kilmorth Healer/archer guy.
Although, upgrading it to a hunter won't do much unless it rerolls all the mutations and ends up with +60% strength and + 2 attack. :) While being plagued.

Also, I think I did once beat orthus becuase he attacked me and lost. Poor Orthus, defeated by a scout.
 
This is weird. I updated and played, and I didn't get the unit window to show promotions, but then I quit the game and turned on Python Exceptions, and now it works.

WTH? No, really, I don't even know how, but it works now. IT didn't work and now it does.
I hope it doesn't decide to turn off again. :(

I think somehow I may have created a Time Paradox...

OKay, truly, this doesn't make a bit of sense.
The unit promotions window only shows up every other time I load this game. :(

No, I have tested it, I'm not joking. It will not load up 50% of the time. For some magical reason.

So, in order to play this game, I have to load the game up, check the Worldbuilder, then quit the game, and then reload it to have it load up the next time, hopefully.

I have no idea why this happens. Can you help me figure it out?
Because I'm about ready to make a Dark Pact with Lord Hyborium to get this to work.
 
Blaze can be cast on a flood plains but the game text says "Sets a Forest or Jungle on fire."
 
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